Three JS Texture encoding optimalization problems

Hi,
guys I have question, because of loading models from glb, I’m using:

renderer.outputEncoding = THREE.sRGBEncoding;

it works with glb loader as expected, but I have also panoramas which are loaded dynamic as scene changes, via three.MeshBasicMaterial and three.TextureLoader, and here is my problem. When I load texture to panorama they are white (because of sRGEncoding) so I do

exture.encoding = three.sRGBEncoding

but here comes the problem, this encoding change is very expensive and takes too much and my application lags. Is there some way to optimalize this process (panoramas can have 15mb and they are sent to web cutted for multiple materials on cut sphere)?